Showing posts with label crash bandicoot: n sane trilogy. Show all posts
Showing posts with label crash bandicoot: n sane trilogy. Show all posts

Wednesday, June 10, 2020

Toughest Tasks in Gaming History - Volume Six

Caution: These five new gaming tasks are not for the weak-spirited! Some gaming tasks are so challenging, so deviously difficult, that to complete them is to be considered a true achievement in this hobby. That's where "Toughest Tasks in Gaming History" comes in with five more daunting gaming challenges that will make many weak in the knees and--for some--in the stomach, too! 

Before or after checking out Volume Six's menagerie of challenging gaming tasks, be sure to look at the past five installments with these readily available links!

Volume Two
Volume Three
Volume Four
Volume Five

Beating Ultra-Nightmare Difficulty - DOOM Eternal (PS4, XB1, PC)


Anyone who has played DOOM Eternal (such as myself) can tell you that even on the easiest difficulty, if you don't have the basics mastered, don't keep moving, and don't ration your ammo well, you're gonna die. The demons of Hell are no slouches, and they don't believe in playing fair. They'll gang up on the Doom Slayer at any time, overwhelm him with an arsenal of attacks, and dish out immense damage.


When it concerns the game's most challenging difficulty, Ultra-Nightmare, you need to be on the very top of your game to survive even the first encounter. You need to have mastered the brutal yet elegant ballet of running, gunning, chainsawing enemies, and keeping your ammo levels in check to clear each and every tough combat encounter DOOM Eternal throws at you. Death comes fast in DOOM Eternal's Ultra-Nightmare, and dying in this mode ends a given run in its entirety as our favorite Doomguy only has one life to live. DOOM Eternal's "one error and you're dead" mode is one that's not for the feint of heart, and one that will give plenty of players who try this nightmare of a mode many restless nights!

Become a "Cast Master" - Animal Crossing: New Horizons (NSW)

Animal-Crossing-New-Horizons-Cast-Master

We move on to a game that is decidedly QUITE tonally different from facing off against the demon hordes of Hell. It's Animal Crossing: New Horizons, the zen-like experience that has players doing a myriad of otherwise mundane tasks in real life, but in the world of Animal Crossing, they're therapeutic and fun. Really, Animal Crossing a series is all about rest and relaxation in gaming form, and New Horizons continues that trend to perfection.

...Well... almost. In the game, there are achievement-like tasks that reward Nook Miles for completing them. Some are as simple as collecting or making a certain amount of furniture, watering enough flowers, or logging in to play a specific amount of days. Those are easy enough, but there's one Nook Miles task that is head and shoulders above the others in its level of challenge.

Animal-Crossing-New-Horizons-Cast-Master

That Nook Miles challenge is none other than "Cast Master", a task that can be a "reel" pain in the tuchus. It requires the player to catch a certain amount of fish without missing any. It's basically a successful fishing streak. The highest amount of fish to catch in a row in Cast Master is 100. That means you can NOT, under any circumstance, let a fish go either by pulling up your rod too early or too late, or else you have to start over from 1 fish all over again. Believe me, it's absurdly easy to psych yourself out and mess up your streak. Plus, some fish nab the line so quickly and retreat, resulting in a sad, pitiful end to your streak as well. It's especially painful to witness your streak end in the 90s... Yep, that be me with that blemish on my otherwise perfect fishing record. Sure, the reward for Cast Master is only some Nook Miles, but the personal achievement you'll get for completing this tough task is reward enough in this player's opinion!

Clearing Every Time Trial with a Platinum Relic - Crash Bandicoot: N. Sane Trilogy (PS4, XB1, NSW, PC)


Three games with a multitude of levels in them, and in each game--Crash Bandicoot, Crash Bandicoot 2: Cortex Strikes Back, and Crash Bandicoot 3: Warped--there is a trophy for getting all of the Gold Relics in each level in each of the three games in the trilogy. That's difficult enough, as the Crash Bandicoot original trilogy is notorious for being a challenging one. Having to rush through levels--all of which contain no checkpoints in time trial mode--make death-defying jumps to successfully cut precious seconds off your time, and do so all while evading enemies and other deadly obstacles is certainly not for the timid of platforming fans.


Now, the Gold Relic times are challenging enough as they are, but the Platinum Relic times are even stricter with the times needed to earn them. They require you to make perfect runs through levels, performing dangerous shortcuts, throw caution to the wind, and nail pixel-perfect jumps while memorizing every platform and facet of each and every level in the game. Sound difficult? Well, I wouldn't have this on a "Toughest Tasks in Gaming History" edition if it wasn't! Thankfully, if you want the Platinum trophy on all three games in the trilogy, you need not aim for the Platinum Relics, but if you do, you'll be undisputed as one of the better platformer players in the hobby.

Complete the #Ego99 Challenge - Super Mega Baseball 3 (PS4, XB1, NSW, PC)


Super Mega Baseball 3 is a sensational baseball game that skillfully blends simulation qualities with an arcade game feel. It's easy to jump into a game and quickly get accustomed to the controls and the various features of the game.

One such feature is the Ego system, which allows you to ramp up the AI up to level 99 to determine the difficulty. The game even has it where you can ramp up specific aspects of the AI, such as pitching, hitting, and fielding, for instance.

So, what is the #Ego99 Challenge, and what makes it so arduous to the point that few players have been able to actually complete it? With the #Ego99 Challenge, a player has to play and win an exhibition game against a computer team of all Ego 99 players, the absolute hardest-hitting, exceptionally difficult AI around in any baseball game that I've played. This team demands perfection against their opponents, and if you don't have it, you'll find yourself severely struggling against them.


Plus, if you think you can bring custom players into the fold to help "even the odds", you're mistaken. The #Ego99 Challenge must be completed with standard teams, so no customization is available as an option. I was definitely taken out to the ballgame, as well as to the cleaners when I attempted (and utterly failed) this tremendous challenge.

Mastering "Dark Agent" Mode - Perfect Dark Zero (360)


Our final tough task of this volume of Toughest Tasks in Gaming History takes us back a generation to the launch of the Xbox 360. (It seemed like a good opportunity to bring up a launch title with a new generation of gaming consoles coming out tentatively this year, after all. I do have a method to my madness.) With a new Halo nowhere to be found at the Xbox 360's launch (for obvious reasons), the first party first-person shooter offering from Microsoft was Perfect Dark Zero, a prequel to one of my favorite shooters of all time.

Heck, just trying to live up to the original Perfect Dark is its own kind of "tough task in gaming history"--which PDZ failed to do--but in the game itself, we're talking about another difficulty-related achievement. That would be clearing Dark Agent mode, the hardest of difficulties in Perfect Dark Zero.


As you can expect, Dark Agent is an even more dastardly and dangerous version of Perfect Agent difficulty, which is an already-hard mode. Dark Agent increases the damage delivered to Ms. Joanna Dark, ups the accuracy of enemies, and makes it so there are no armor pickups to give some much needed security to Jo at all. Unlike other difficulties in Perfect Dark Zero, the lengthy levels are only made deadlier by a total lack of checkpoints, save for the very first mission. As you can probably imagine, Perfect Dark Zero's Dark Agent difficulty rounds out to be a particularly daunting achievement to go after, even in co-op (which is a separate achievement anyway).

Friday, July 6, 2018

Bad Levels in Gaming History - Volume Eleven

Bad Levels in Gaming History is back to kick some less-than-stellar level butt! "Levels" is simply a catch-all term used. As you'll see with this volume of Bad Levels in Gaming History, "levels" can mean stages, courts, dungeons, areas, race tracks, and more. "Bad Levels in Gaming History" is just more elegant of a name than "Bad Levels, Stages, Courts, Dungeons, Areas, Race Tracks, etc. in Gaming History", wouldn't you say?

This volume features a handful of classic franchises with most being all-star characters that see modern takes on their respective series. Such franchises represented this time around include: Crash Bandicoot, Mario Tennis, Sonic the Hedgehog, Final Fantasy, and even a bit of a precursor in some ways to Grand Theft Auto, the Driver series.

If this volume of Bad Levels has you yearning for more, check out the ten past installments conveniently linked to below:

Road to Nowhere - Crash Bandicoot (PS1), Crash Bandicoot: N. Sane Trilogy (PS4, XB1, NSW, PC)


One of two of the most challenging levels in the already difficult original Crash Bandicoot (and the game itself is occasionally difficult for all the wrong reasons), Road to Nowhere is forward-scrolling trek across a seemingly endless amount of bridges. Simple enough, right? No. Not at all. The bridges are practically hanging by a thread with loose planks that quickly fall to the abyss below once Crash steps on them, meaning you have to move, move, move! Many of the jumps require pinpoint precision as they are only one plank surrounded by gaps. Add in some slippery sections of the bridges, and you have one recipe for frustration.


This wouldn't be so much of a problem if Crash Bandicoot's perspective wasn't so bad in this level. Not only do you have limited sight distance thanks to the thick fog permeating throughout Road to Nowhere, but the perspective of the camera makes it tricky to see where Crash is going to land. Mistiming jumps and just completely missing planks in general are common occurrences in Road to Nowhere, so much so that many players have found the easiest way to get passed the arduous jumps in the level are to completely avoid doing them. It's as "simple" (since again, you're a slave to the camera perspective and difficulty to see where Crash is going to land) as landing on one of the rope railings on either side of the bridges and crossing them that way. You don't miss out on any boxes, as they are all located on the islands sprinkled throughout the levels in between bridge crossings.


Still, just knowing that so many use this exploit just to get through an otherwise messy level to get through due to design problems with Crash Bandicoot as a game itself, Road to Nowhere got the first honors of being skewered on this volume of Bad Levels in Gaming History.

Savage Sea - Mario Tennis Aces (NSW)


Since Mario Power Tennis on the Nintendo GameCube, the Mario Tennis series has been no stranger to various themed, fun, gimmick courts. When I say "gimmick", I mean that the courts have special hazards or obstacles on them to impede upon an otherwise normal (well, in normal in the Mario Tennis sense) match of tennis.

Mario Tennis Aces has these as well, and thankfully, for the most part, you can turn off hazards on courts if you desire. In a game with limited options, it's fortunate that at least the ability to turn off court hazards is available to players. Well, that is except one particular court in the game, which has by far the most obnoxious gimmick in Mario Tennis history, Savage Sea.


Don't be fooled by the bright sunshine and colorful and calm ocean waters that surround this ship-themed court. Here within all this beauty and wonder belies one truly tricky and annoying obstacle that makes for a difficult challenge whether playing on it in Adventure Mode or Free Play. The deck of the ship where the action takes place houses a particular annoyance right in the middle of the net, a mast, which bounces balls off of it in sometimes unpredictable ways. These are such ways that sometimes it's simply impossible to get to the ball without the foresight needed to do so. Furthermore, unlike the rest of the hazards in Mario Tennis Aces' courts, there is no way to remove the mast for a traditional Aces match. What it amounts to is a court that would otherwise be at a climactic and enjoyable setting turned into a complete and utter aggravation.

Iron Fortress - Sonic Forces (PS4, XB1, NSW, PC)


How does one screw up a 2D Sonic level after essentially getting them down pat in previous games? As Dr. Ian Malcolm of Jurassic Park would say, "Sonic Team... finds a way." The 28th stage of 30 within Sonic Forces is Iron Fortress, a level situated inside Dr. Eggman's gigantic tower where the final events of the game take place.

Iron Fortress is home to annoying red missiles that launch from boxes, electrified portions of level, wheels that spin Classic Sonic around in all 360 degrees, and one of the most frustrating and shoehorned parts of Sonic Forces, an auto-scrolling section placed directly above a bottomless pit. First of all, there's really no rhyme or reason for there to be auto-scrolling in the first place. There is nothing chasing you--no Death Egg Robot, no wall of instant-death spikes--nothing. Instead, you just get pushed and possibly crushed by an invisible wall.


Couple this with all of the obstacles and level mechanics I previously mentioned and Sonic Forces' clunky jumping, where letting go of the analog stick means that Classic Sonic's midair momentum instantly stops, and Iron Fortress is an annoyance of a stage entirely. It's not impossible; it's just harder than it needs to be due to several bizarre design decisions and Classic Sonic's midair handling, which unfortunately affects the other two characters in Sonic Forces as well, Modern Sonic and the custom avatar.

Karnak Castle - Final Fantasy V (Multi)


We have a lot of classic franchises represented on this volume of Bad Levels in Gaming History, and that continues with Final Fantasy getting representation tonight. This particular bad level, or in this case, area comes from Final Fantasy V, a Super Famicom game that initially skipped the West. This was thankfully rectified with a PS1 release, and now Final Fantasy V is available on a whole wide range of platforms currently.

The area of Final Fantasy V that is especially troublesome is Karnak Castle. This castle has you facing a 10-minute countdown, which you are tasked with escaping before it is destroyed along with you. Quickly you find out that 10 minutes isn't that sizable of an amount of time, as time keeps on ticking through every thing you do in the game--movement in the castle, collecting treasure, dialog, battles, and yes, even a final fight in order to escape Karnak Castle against a powerful boss.


While all this already seems a bit troublesome to take on, Karnak Castle is further the aggravation due to having a dungeon previously and immediately before it. After completing the prior dungeon that leads to your party's transportation to the castle, there is no option to save your data. This means that if you don't make it out of the castle in time or you perish in battle, you have to start over from the previous dungeon. Not exactly the most time-considerate section of Final Fantasy V, but it's for sure one of the most irritating in the game, and possibly the series on the whole.

Tutorial Mission - Driver (PS1)


Crash Bandicoot, Mario, Sonic, Final Fantasy--these are definitely classic franchises that have proven to stand the test of time. While Driver is a classic franchise, it hasn't exactly lasted in gaming. The first game was pretty rough for beginning players, and one would think a tutorial mission would assist in getting players' feet wet. After all, a tutorial mission should teach you the basics, get you comfortable with the controls, and then let you move on easily.

This was definitely not the case with Driver's tutorial mission. Instead of teaching, Driver simply told you to do a checklist of driving maneuvers with little input into how to actually do them. To add insult to injury, for a game that proudly prided itself on having a big driving playground to explore in its metropolis, you were stuck in a dingy parking garage until you finally completed the series of tasks required of you. Many players never got to see the outside of the parking garage due to how difficult the driving checklist was to complete.

In a cruel taste of irony, after the tutorial mission was finished, the rest of the game--outside of the last mission or so--was a breeze to play through. It's easy enough when you've spent 12 hours (might be some slight exaggerating here) learning the basics and trying to escape that wretched parking garage by doing some inane, asinine checklist of parking maneuvers!

Tuesday, June 12, 2018

Classics I Can Return To - Part Nine

It's been almost a year (two days shy, in fact) since I last presented a look at modern video game classics that I can come back to time and time again. These games are indeed classics in every form of the word. Just like last E3, this E3 we're delving deep again into six modern-day classics from the industry's recent years to see which ones players like myself will see themselves returning to perpetually in the coming weeks, months, years and even decades.

For past parts of Classics I Can Return To, check out the previous eight articles listed here for your convenience:


Super Mario Odyssey (NSW)


Mario came back in a big way with his newest 3D platforming adventure last year, and it was SuperPhillip Central's runner-up for best game of 2017. Super Mario Odyssey was a world-trekking adventure that brought Mario from prehistoric waterfalls and an isle of eateries to sun-parched deserts and glistening beach sands. Mario's arsenal of moves was never as large and encompassing as it was in Odyssey, and it gave players so many ways to conquer platforming challenges. The addition of Cappy to capture particular enemies and objects showed a brilliant stroke of creativity, and it really brought something novel in the process. Super Mario Odyssey has as much replay value as you want--you can either collect the bare minimum Power Moons to beat the game, you can collect all 999 of them, or you can shoot for a goal in between. It's all up to you, and I can't help but want to gather all 999 Power Moons all over again, as Super Mario Odyssey is a magnificent, masterful platforming adventure that is tailored to all ages and skill levels.

Horizon: Zero Dawn (PS4)


Quite possibly my favorite brand-new protagonist in gaming in 2017 was Aloy from Guerrilla Games's Horizon: Zero Dawn for the PlayStation 4. Strong, independent, smart and highly capable in combat, Aloy was a joy to play as. Stealthily sneaking through tall grass, carefully approaching the robotic enemies of the game, and then swooping in for the kill was always a pleasure, but I oftentimes found myself wanting to engage with enemies directly, as the combat in Horizon: Zero Dawn was immensely satisfying. While the open world aspects of the game had me more often than not just looking at a map for icons instead of exploring and learning the world, this small, niggling issue I had with Horizon doesn't deter me from wanting to step back into the lovingly crafted world Guerrilla Games made. With the Frozen Wilds expansion, there is even more of an excuse to return to Horizon: Zero Dawn, and beyond that, I see myself coming back to the game quite often.

Dragon Ball FighterZ (PS4, XB1, PC)


With the recent rumor and even more recent announcement of Dragon Ball FighterZ arriving on the Nintendo Switch with limited (if any) compromises in either docked or undocked form, you can bet your seven Dragon Balls that I'm going to jump back into this Arc System Works-developed fighting game. When I played it originally on the PlayStation 4, I saw a fighter that perfectly resembled the high octane action and speed of the anime, complete with a fighting system that was accessible for all, yet challenging enough that only the very best (or the very patient) could master it. The roster of combatants already available in the game pre-DLC was phenomenal, with each character feeling different enough from one another, while the actual DLC introduced even more roster additions that were most welcome. I greatly look forward to returning to the arena of Dragon Ball FighterZ, obliterating an opponent with a Kamehameha, and launching them directly into a mountain. Ah, hell. Who am I kidding? I'm going to be on the receiving end of that just like in the PS4 version! I'm looking forward to it anyway!

Crash Bandicoot: N. Sane Trilogy (PS4, XB1, NSW)


Although Crash Bandicoot: N. Sane Trilogy is still exclusive to the PlayStation 4 as of now, in two weeks it won't be with the Nintendo Switch and Xbox One releases. Three games for a bargain price, Crash Bandicoot's glorious return with some revamped and remade games from his very first trilogy of adventures was a most exciting one and gives hope for the bandicoot's return with a brand-new game. New content still comes to the game, as announced at E3 this week, with a never-before-seen level called Future Tense. Nevertheless, even without the inclusion of new levels (the count now stands at two), Crash Bandicoot: N. Sane Trilogy is an insane value. Sure, the first game doesn't really hold up with its brutal, occasionally unfair difficulty, but overall, the complete package is more than worth its weight in Wumpa Fruits.

Hyrule Warriors: Definitive Edition (NSW)


To tell you how much I love Hyrule Warriors, The Legend of Zelda version of Dynasty Warriors, I've now purchased the game three times: Once with the original Wii U game, once with the expanded content of the Nintendo 3DS game (though possessing vastly downgraded visuals, as one could easily figure), and now, Hyrule Warriors: Definitive Edition on the Nintendo Switch. This version of the game comes packed with all of the characters (DLC included, which I never purchased on either the Wii U or 3DS versions), Adventure mode maps, weapons, costumes, features and modes of the past versions of Hyrule Warriors, alongside some graphical upgrades and quality of life improvements. I've put in over 60 hours into the Nintendo Switch version, and I'm nowhere near completing everything that this truly definitive edition of Hyrule Warriors has to offer. Whether it's investing a couple of hours to knocking out several missions at once, or turning on my Switch for a quick mission to complete, any play style is perfect with the Switch.

Shovel Knight: Treasure Trove (Multi)


You have to admire the team at Yacht Club Games, as they continue to support their darling indie game, Shovel Knight, with loads of new content. Already we've seen two new campaigns for two of Plague Knight and Specter Knight, introducing fresh gameplay mechanics and levels in the mix, and a third is shortly on its way starring King Knight. The original Shovel Knight game by itself was a tremendous success, a superb 2D platformer hearkening back to the NES days, and a highly entertaining romp with plenty of content to it. The DLC campaigns make it so there's always a reason to return to Shovel Knight, but even without them, the game is a retro-inspired wonder that is as addictive as the classics it's modeled after and inspired by.

Thursday, January 25, 2018

SuperPhillip Central Best of 2017 Awards - Top Five Platformers

What is this -- the 1990's?! This award category for the SuperPhillip Central Best of 2017 Awards sees us running and jumping with some familiar platforming all-stars of yesteryear. There's Mario, Sonic the Hedgehog, Crash Bandicoot, and even a successor to the Banjo-Kazooie name! These five best platformers of 2017 run the gamut of familiar friends and newcomers alike. The former is especially amazing considering how long some of these franchises have been around, and they still hold a high quality with their latest releases. These are your Top Five Platformers of 2017!

5) Yooka-Laylee (PS4, XB1, NSW, PC)


Growing up in the Nintendo 64 era, the collect-a-thon style of 3D platformers that began with Super Mario 64 and continued with Rare's pre-Microsoft days was always a favorite of mine. One of my favorite 3D platformers not only from the Nintendo 64 but of all time is Banjo-Kazooie, Rare's first effort with a 3D platformer. To say they nailed the landing and made a unique platformer that didn't just carbon copy Mario 64 would be an understatement. Members of the Banjo team have since moved on from Rare since that developer's buyout by Microsoft, and their freshman effort was none other than Yooka-Laylee. Camera and certain challenge issues made for a somewhat frustrating experience occasionally, but I managed to enjoy the game regardless. And those problems have been patched and fixed, so Yooka-Laylee is even better. Unlike Banjo-Kazooie, however, which wasn't a direct clone of Super Mario 64, Yooka-Laylee very much steers a bit too close to its Banjo series inspiration. Maybe that's why I appreciated it so much this past year.

4) Crash Bandicoot: N. Sane Trilogy (PS4)


We already had three decent-to-extraordinary 3D platformers with Crash Bandicoot's debut back on the original PlayStation, but we've been waiting for the character to return to the spotlight. After many teases and rumors, Crash was back on a PlayStation platformer with the PlayStation 4 hit, Crash Bandicoot: N. Sane Trilogy. Taking the gameplay and graphics of the original trilogy (Crash Bandicoot, Crash Bandicoot 2: Cortex Strikes Back, and Crash Bandicoot 3: Warped) and modernizing it to appeal to as wide and diverse a group of gamers possible, Activision and Vicarious Visions cut zero corners in bringing the classic games back to the spotlight in a extremely flattering way. Sure, those bridge levels in the original Crash Bandicoot can get rammed by a goat, but the overall package remade and remastered is one of the more content-rich platforming experiences on this list.

3) SteamWorld Dig 2 (NSW, PS4, Vita, PC)


The original SteamWorld Dig was a well-off success for developer Image & Form, but it wasn't an amazing platformer. Players did similar tasks: digging up the ground, mining for gems, finding treasure, defeating enemies, and so forth. However, there's one key difference between the original game and its superior sequel. The levels are no longer procedurally generated, meaning that the need for smart level design was required. The designers managed to make the levels filled with secrets and hidden challenge rooms insanely clever. The methods of mobility improved, too, allowing for precise platforming via jumps, wall climbs, grapple hooks, and even a jet pack. It made a good game in the original SteamWorld a vastly better one with SteamWorld Dig 2, and it makes me absolutely happy that Image & Form saw great success from the game, being the developer's highest selling effort yet.

2) Sonic Mania (PS4, XB1, NSW, PC)


After many years of 3D Sonic games of varying quality (mostly mediocre, to be honest), lovers of the Genesis Sonic games of yore got their wish after all of this time. They received an all-new 2D Sonic game, and it was a game that wasn't a poorly designed mess by a developer that had no idea what made 2D Sonic work like Sonic the Hedgehog 4's duo of episodes ended up being. No, instead, it was crafted by a group behind several Sonic fan games (which even led Sega and Sonic Team to contact the developers to do HD versions of Sonic 1, 2, and CD) who would make what I consider one of the best Sonic games around, Sonic Mania. With a huge assortment of new levels, past zones taking on new twists with their obstacles, while new zones showing off the team's originality and ability to create levels reminiscent of the old games, Sonic Mania delighted the entire way. The addition of the Drop Dash, meant a jump could quickly transition into a roll, making speed runs even more engaging and engrossing to pull off and watch. In a word, Sonic Mania was radical. Retro gameplay in a perfect modern context.

1) Super Mario Odyssey (NSW)


It's a very special year in gaming when former platforming rivals can take the top two spots on SuperPhillip Central's Top Five Platformers list for the Best of 2017 Awards. First, we saw Sonic the Hedgehog remind us that his games can still be relevant, but now we turn to Mario, who once again sits upon his throne with Super Mario Odyssey. Devised up of immensely proportioned worlds where Power Moons are strewn about kingdoms for the taking through a wide variety of tasks, Super Mario Odyssey was also no stickler in how many ways Mario and his helper Cappy could assist each other in getting around. This became especially true within Koopa races, where the first go-around might see you taking a typical route to the checkered flag, while the second time around requires you to be quick on your feet as well as your mind. You swiftly think up new shortcuts to fend off that Golden Koopa Troopa and snatch victory out of the jaws of defeat with a display of platforming prowess that only he could dream of. I have a feeling we'll be seeing more of Mario during this year's awards ceremony. Until then, Mario is once again king of platforming for another year.

SuperPhillip Central Best of 2017 Awards - Top Five Remakes & Remasters

Let's kick off the penultimate day of awards in the SuperPhillip Central Best of 2017 Awards with a wholly new category! Yes, this category has never before been seen on the SuperPhillip Central "Best of" Awards in the ten-year history of this annual event. It's a look at the Top Five Remakes & Remasters of 2017. You can include ports in here, too! These updated games on this list had enough additions to be worthwhile, were remastered to utter beauty, ported to the impossible, or a combination of other factors. From racing to ripping and tearing, these best video games remakes and remasters (and ports) were the best of the best for 2017!

5) WipEout Omega Collection (PS4)


This past summer saw the return of the WipEout series, a weaponized rival to franchises like F-Zero and X-Treme G. It seemed with the shuttering of Sony's Liverpool studio, the creators of the WipEout series, that PlayStation's futuristic racing franchise would not be seen again for quite a while. Though it's not a brand-new entry in the WipEout series, it's the next best thing, a collection of three of the most modern games on the series: WipEout HD, WipEout Fury, and WipEout 2048. Able to played in glorious 4K via PS4 Pro or similarly impressive on just a vanilla PS4, WipEout Omega Collection is a stunning racer that makes the WipEout series look better than ever before. With 26 total tracks, 46 ships, and nine unique modes, this WipEout collection is a futuristic racing fans' dream come true.

4) DOOM (NSW)


If in 2016 someone said to you, "You know this super amazing looking game on PS4, Xbox One, and PC? Well, it's going to come to a Nintendo platform in the future," would you have believed them? Furthermore, would you even believe Bethesda would support a Nintendo system after all of this time? DOOM on the Nintendo Switch did, in fact, happen, and somehow the port made by Panic Button brought DOOM's 2016 entry to the Switch in a big and impressive way. While obviously certain graphical aspects had to be toned down from a game made for a high-end console and PC to fit onto less powerful hardware, Panic Button did a highly serviceable and way impressive job (less so in undocked mode, but still amazing that it somehow runs well even in that mode). Containing the whole single-player campaign, the full multiplayer with its 6.66 update including all of the 16 maps and reconfigured rewards, and stellar online, DOOM on Switch seemed like an impossibility, but Bethesda and Panic Button proved to people that things aren't always what they seem.

3) Metroid: Samus Returns (3DS)


While there has already been a remake of Metroid II: Return of Samus created by a fan, there has yet to be an official one by Nintendo. That was until last fall where Metroid: Samus Returns for the Nintendo 3DS released and Samus went on an updated mission with some story and gameplay-related twists and turns. For one, Samus could now aim more precisely and by varying degrees instead of strictly left, right, down, and some diagonals. A new counterattack meant enemies who got too close for comfort for Samus could be stunned or destroyed in an instant. The environments boasted lots of variety, especially in the second half of the game, and story-wise, the inclusion of new bosses and story beats added more lore to the Metroid series in general. Both Nintendo and MercurySteam crafted a long awaited and satisfying return of the Metroid series, and it makes me quite hopeful for the future of the franchise, something I couldn't quite say after Metroid Prime: Federation Force, despite enjoying that game for what it was.

2) Crash Bandicoot: N. Sane Trilogy (PS4)


Samus may have had a long awaited return, but the wait was nothing compared to PlayStation fans and one of the characters synonymous with the brand, Crash Bandicoot. Activision and Vicarious Visions teamed up to create what fans had been clamoring for ages for, a remake of the original Crash Bandicoot trilogy, a trio of games released way back on the original PlayStation. With the PS4 remakes all in one neat and tidy packed, Crash Bandicoot: N. Sane Trilogy brought several added conveniences to the old games while making them look absolutely jaw-dropping in their gorgeous brilliance. The new animations, the detailed worlds, the advanced lighting, and the tremendous effects on display meant that Crash had finally entered onto the PlayStation 4 in top form. And the wait was worth it, as all three games were brought to their best (yes, even the original Crash Bandicoot, which I still think is not particularly a great game). Fans were thirsty for more Crash Bandicoot, and sales charts in the West have shown this on a routine basis.

1) Mario Kart 8 Deluxe (NSW)


At first glance, Mario Kart 8 on the Nintendo Switch didn't seem like such a big deal, but looks can be deceiving. Mario Kart 8 Deluxe not only jazzed up its presentation, but it had all the purchased DLC from the Wii U game already available in the Switch port, new characters like King Boo and Bowser Jr. to race as, a completely overhauled and better-than-ever-before Battle Mode with eight unique arenas, and multiple modes to keep the races running wild all throughout the year. Mario Kart 8 Deluxe remains a mainstay at parties with friends and a game in the rotation for when I play the Switch with my older brother. This is after already playing the Wii U original for 80+ hours! With being placed on a new, much more popular piece of hardware, Mario Kart 8 Deluxe is on its way to easily outselling its Wii U predecessor, and whether it's at home in docked form, on the go with handheld mode, or gathered around a patio table in kickstand form, Mario Kart 8 Deluxe can be played and ultimately enjoyed whenever and wherever with whoever you want, making it SuperPhillip Central's pick for the best port of 2017!

Tuesday, August 1, 2017

Review Round-Up - July 2017

Three classic games in one?! That's... That's... no, "crazy" isn't the word I'm looking for.
What's the word...? Hmm... I'll have to get back to you guys on this one.
Can you believe that it's August already? The first day of a new month routinely brings a new Review Round-Up onto SuperPhillip Central, and that's the case on today, August 1st, as well! Five reviews were posted for the month of July, so let's reminisce!

The month started with Ever Oasis from Grezzo, the team behind the remakes of The Legend of Zelda: Ocarina of Time 3D and Majora's Mask 3D. This original Nintendo 3DS game from them was truly remarkable, earning it a B+ grade. Then, we moved on to celebrate Kirby's 25th anniversary year with a duo of Nintendo 3DS eShop games, Kirby's Blowout Blast (B-) and Team Kirby Clash Deluxe (C+). Moving from the Nintendo 3DS to the Nintendo Switch, Taiwanese developer Rayark's Implosion: Never Lose Hope seriously impressed this reviewer with its satisfying hack and slash action and notable production values, so I gave it a B+. Rounding out the month of this relatively smaller-than-average amount of reviews, Bean gave us a rare review, this time checking out the recently released Crash Bandicoot: N. Sane Trilogy. He awarded the game an A- score. That's approximately 9 "Woahs" out of 10, if you're interested in that sort of thing. Here's to August, where SuperPhillip Central will keep the summer reviews coming!

Ever Oasis (3DS) - B+
Kirby's Blowout Blast (3DS) - B-
Team Kirby Clash Deluxe (C+)
Implosion: Never Lose Hope (NS) - B+
Crash Bandicoot: N. Sane Trilogy (PS4) - A-

Unlike grains of sand, don't let Ever Oasis slip through your fingers. It's a terrific game.

Monday, July 31, 2017

Crash Bandicoot: N. Sane Trilogy (PS4) Review

For the final review of July on this final day of July, we have a SuperPhillip Central review from Bean, who we haven't seen for a while. This is his review from his full play-through of all of the games featured in the Crash Bandicoot: N. Sane Trilogy for the PlayStation 4.

A Proper Crash Bash


Crash Bandicoot originally raced on to the scene twenty years ago on the original PlayStation console. It was the story about an Aussie animal that was given sentience thanks to a pair of sinister scientists, Dr. Neo Cortex and Dr. Nitrus Brio, in their plot to take over the world using an armada of mutated minions. Crash escaped, but his girlfriend didn't, so he wound up going on an adventure to get back to the lab and save the day. He did and wound up starring in two critically and financially successful sequels before licensing issues would take him from top tier mascot to looking like he was a John Cena cosplayer. Activision, who had gained the Crash license through their merger with Vivendi, saw the fan interest in bringing the Bandicoot back to his prime old self and put Vicarious Visions on the job to remaster the popular PlayStation trilogy with the N. Sane Trilogy for the PS4. I'll say right now that the company did a very faithful, even if not totally accurate job at remaking these classics... for better or worse as you'll find out.

Crash Bandicoot shows us his fantastic Indiana Jones impression.
The goal in all three Crash Bandicoot games is to run and jump your way through stages while breaking every box along the way both in the main levels and usually a bonus path to find inside said levels these to earn yourself a gem at the end. In the original Crash Bandicoot, these were the only collectibles to worry about. However, what made them so hard to get in the original and not the sequels was that when you lost a life even after breaking open a checkpoint box, every crate would be back and unbroken. This meant you had to do a no-death run of every stage just to earn a gem, and that wasn't the easiest task in the world back in the day. In this remaster, the game has mercifully been toned down as you can now go through and die at checkpoints as much as you want... unless you're going for one of the game's rare colored gems. Those levels still require you to do a no-death run of the whole stage in one try lest you be rewarded with a screen that tells you that you were almost perfect except that you died. Ouch.

Some hazards in levels can drive the player a little batty. (Sorry, not sorry for the pun.)
One of the most frustrating things with the remaster is that the original source code was apparently lost. This means that physics were changed up in spots. In Crash 1's case, this is definitely to the disadvantage of the player as Crash does not get as much air on his jumps, and therefore, does not get the same distance on them either. Couple that with shadows that aren't as pronounced, and you have one-third of a remake where it's both tougher to gauge and land your jumps correctly. Even worse, physics issues will also pop up if you land on the edges of platforms. Things that could be easily done in the original, like running on ropes in the infamous bridge levels, now are nail-biting exercises in frustration. Yes, I was able to get through these stages fine without resorting to this tactic, but it never feels right to be safely on a platform only to find yourself running forward and be pushed off into the abyss. On the positive side of things, this is the only part of the trilogy where I felt things were off, but you still take a game I thought was mediocre for one reason and keep it that way for another.

No matter the dangers, Crash always rushes onto the scene!
But that all changes the moment Crash 2 begins. The point-to-point world map system is dropped in favor of small hubs that have five portals for quick access. Crash himself gets a few new moves like the ability to do both long and high jumps with a combination of pressing circle (or R1) and X. Even better, if the player presses Square to spin immediately after doing one of these two types of jumps, Crash will either get more distance or height on his leaps. Knowledge of all of these moves are required to get both gems and the newly-added crystals. The crystals themselves are the main collectable to make progress in this game and will usually be right out in the open in the second half of levels. Other additions in this one include alternate paths, secret exits, and a couple of non-platforming vehicle stages.

Levels where you're rushing towards the camera can take a little getting used to and require some memorization.
I'm a fan of the Death Routes which are alternate levels that the player must once again reach by not dying in the level up until that point. These areas usually offer a higher degree of skill to complete, and in one specific case, Crash will be forced to slip and slide through an icy chamber to hit a switch only to be forced to go all the way back to the start to be able to break every box in the stage. Oh, and did I mention this area is filled to the brim with Nitro Boxes, green crates that explode the moment you come into contact with them? Yes, this game expects a lot from the player and the backtracking in some levels can go overboard at times, but it's pure platforming fun and my favorite entry of the trilogy.

Crash 3 or Warped, depending on which part of the world you're from, continued to add to the Bandicoot's arsenal when you beat bosses as you'll earn new special abilities like a double jump or glide spin to once again make it through levels easier. It also added Crash's sister, Coco, as a playable character originally although she is playable in all three titles in the N. Sane Trilogy thanks to Vicarious Visions. Unfortunately, while Warped has some of the best platforming stages in the entire trilogy, it also goes overboard in terms of its gimmick levels.

This time around, no matter the game, Crash's sister Coco is available to play as.
I mentioned Crash 2's vehicle stages, but they weren't as prominent as they are here. This game throws them in early and often. Jet ski tracks, motorcycle races where you have to get 1st, airplane dogfight stages where you have to shoot down blimps, a couple of swimming stages. You have all of these new moves at your disposal, yet it feels like more than a third of the game takes you out of platforming and throws you into these kind of levels. It's a bit frustrating, but it's not a total dealbreaker, although I will say the jet ski levels feel a little more loose or tight depending on what kind of turn you're trying to make. It's still a fun game overall, but the final part of the trilogy could've been the best instead of a step down from its more fun predecessor thanks to these abundant and unnecessary gimmick stages.

The majority of Warped's levels have various gimmicks to them, for better or worse.
The final new addition in Crash 3 were relic race time trials. In these, you would hit a stopwatch at the beginning of the stage and go through levels as fast as you can. Certain boxes would be converted into a yellow color with a number on them from 1-3. Break those boxes, and the clock would stop for that amount of time as you kept going along. Sapphire, Gold, or Platinum Relics would be handed out depending on how fast you were... pending you were fast enough to earn one in the first place, that is. Vicarious Visions knew players enjoyed this and decided to also add these time trials into the first two titles as extras for trophy goals. Once again, they really don't feel right in Crash 1, but once you beat the final boss in Crash 2 and earn a Speed Shoes upgrade for faster movement with the press of the R2 button, it feels great. Your jumps again go farther with this active, so you might as well get your inner-Sonic on and race to the finish! Another obvious but necessary inclusion is the ability to save anywhere on the map or in hubs in all three games. It's just a shame the load times when going into the game or stages last a bit longer than I'd like to see.

Crash gives this boss encounter a spin and seems to be succeeding. 
Still, the whole N.Sane Trilogy does a faithful job of recreating two very fun games and the original Crash as best they could be in terms of both upgraded visuals and sound. I had a fun time going through these titles again this month for the most part, and really, a compilation set like this for the Bandicoot's 20th Anniversary is a no-brainer for any and all Crash fans to pick up. With its successful debut worldwide, who knows if this will lead either to a new entry in the series or perhaps another compilation set with a certain purple dragon? It's absolutely N. Sane that it took this long for the series to go back to its roots, but I'm definitely glad it did.

[SPC Says: A-]